Tuesday, July 1, 2008

If Tier Sets Make You Tear-up... Part 1

...Then this post is for you.

Now, I know that, by now, 99.9% of World of Warcraft players have a Level 70 character, and therefore likely know all about Tier Armor sets. So, this post is primarily for that 0.1% of players who don't. That's not to say veterans aren't welcome to read on, I'm just saying it's not likely you'll learn a whole lot.

To begin, What is a Tier Armor set? Well, a Tier armor set is a set of armor (go figure!) that gives the player rewards for having multiple pieces of it. Another bonus they provide is allowing your character's gear to match in a uniform, colour-coded way. There's nothing worse than trying to scare the opposite faction away while wearing 6 different, clashing colours. Tier sets drop in raid instances, and as of now, there are 6 different Tiers in WoW. Tier sets are ALWAYS epic.

Now, the earlier Tier sets were pretty straightforward. They would drop like a regular item, anyone who needed it would roll on it or spend DKP or whatever, and the winner would equip it. Simple.

However, presently it's a little different. Raid bosses drop tokens now, instead of actual Tier pieces. These tokens are class-specific, with each one being "usable" by 3 different classes. As an example, Prince Malchezaar, one of the final bosses in Karazhan, drops the Helmet token for Tier 4. (Prince only drops one token, but other bosses sometimes drop two or three Tier tokens.) These tokens are:
* Helm of the Fallen Defender = Warriors, Priests, and Druids turn this in.
* Helm of the Fallen Champion = Paladins, Rogues, and Shaman.
* Helm of the Fallen Hero = Mages, Warlocks, and Hunters.
Admittedly, this system is not as straightforward as getting an actual item, but it (usually) ensures that someone in the raid can use the drop.

Now, for a closer look at the individual tier sets.

Pre-Burning Crusade Tier Sets:
With pre-BC sets, there was only 1 set for each class, forcing many hybrid characters to make a choice to either not use tier gear, or use it and be forced into a certain spec. Luckily, with the BC token system, Hybrid Classes such as Druids or Paladins have 3 tier sets, one for each spec.

Tier 1 - Drops in Molten Core. Contains 8 pieces. For specific stats, check out http://www.wowwiki.com/Tier_1, and also the individual set pages.

*Druid - "Cenarion Raiment." Suitable for Healing. Some pieces of the set are suitable for Balance DPS.
*Hunter - "Giantstalker Armor." Applies to all Hunter builds and specs, as the class is not a hybrid.
*Mage - "Arcanist Regalia." Applies to all Mage builds and specs.
*Paladin - "Lawbringer Armor." Holy set, but some pieces are ok for Retribution DPS.
*Priest - "Vestments of Prophecy." Healing set, minor Shadow DPS, minor Holy DPS.
*Rogue - "Nightslayer Armor." All Rogue builds.
*Shaman - "Earthfury Raiment." Restoration, minor Elemental DPS.
*Warlock - "Felheart Raiment." All builds.
*Warrior - "Battlegear of Might." Protection.

Tier 2 - Drops from Ragnaros (Molten Core), Onyxia (Onyxia's Lair) and Blackwing Lair. Contains 8 pieces. http://www.wowwiki.com/Tier_2

*Druid - "Stormrage Raiment." For Healing.
*Hunter - "Dragonstalker Armor." Applies to all Hunter builds and specs.
*Mage - "Netherwind Regalia." Applies to all Mage builds and specs.
*Paladin - "Judgement Armor." All builds.
*Priest - "Vestments of Transendence." Healing set, minor Shadow DPS, minor Holy DPS.
*Rogue - "Bloodfang Armor." All Rogue builds.
*Shaman - "The Ten Storms." Restoration/Elemental DPS.
*Warlock - "Nemesis Raiment." All builds.
*Warrior - "Battlegear of Wrath." Protection, some Arms/Fury DPS.

Tier 3 - Tier 3 sets drop in Naxxramas... Sort of. See, save the ring, the set pieces never actually dropped. Instead, you'd get an Epic token and need to turn that in, along with some other common trade items, and Wartorn Cloth Scraps, Leather Scraps, Mail Scraps, or Plate Scraps, to a Quest NPC in Light's Hope Chapel. Not many players actually saw Tier 3, as Naxxramas was fairly difficult, and came out not long before the Burning Crusade expansion. For more info on getting Tier 3, check out http://www.wowwiki.com/Tier_3#How_to_obtain_Tier_3_Armor_Sets

*Druid - "Dreamwalker Raiment." Healing set.
*Hunter - "Cryptstalker Armor." All builds
*Mage - "Frostfire Regalia." All builds.
*Paladin - "Redemption Armor." Healing set.
*Priest - "Vestments of Faith." Healing set.
*Rogue - "Bonescythe Armor." All Rogue builds.
*Shaman - "The Earthshatter." Healing.
*Warlock - "Plagueheart Raiment." All builds.
*Warrior - "Dreadnaught's Battlegear." Protection.

Well, hopefully this post answered atleast some questions folks have about Tier sets. Expect to see the second installment later on, where I'll talk about the Burning Crusade Tier sets, Tiers 4-6.

Until next time.

Sunday, June 29, 2008

The Night's Watch Compendium of WotLK Class Changes

With all of the Wrath of the Lich King news being released, the things that interest a lot of people the most are the changes being made to the 9 classes and their 3 respective specs we've come to know and love (or hate... How do you kill a Resto Druid?). Or, in some cases, people just want to hear about the new Hero Class, the Death Knight.

Well, fear not readers, The Night's Watch has been hard at work sifting through the information being released via leaks, and more recently, Blizzard's Worldwide Invitational. This post will be your one-stop shop for all class-related skills, talents, and changes that are going to be released with the second World of Warcraft expansion, Wrath of the Lich King.

Let's begin, shall we?

Death Knight

World of Warcraft's Premiere Hero Class, the Death Knights, have long been the focus of leaks and speculation. Here is what we know about them:

Starting Zone: New Death Knights will start, appropriately, in a new zone, the North Plaguelands. Here players will learn mastery over their Knights' new skills and abilities, and learn the spells to summon their mounts, Deathchargers.

Place in Lore: This is still sort of ambiguous. Death Knights have, since their inception, been in control of a big baddy, be it Gul'dan, Ner'zhul, or Arthas, so it will be interesting to see how Alliance- and Horde-aligned Death Knights will fit in the story. We do know that "good" Death Knights are part of the Knights of the Ebon Blade, an order of knights similar to the Argent Dawn, for instance. Death Knights will also, as we now know, be open to every playable race. In addition, Death Knights of every race will have a unique voice. For example, a Night Elf Death Knight's emotes will sound different from a Blood Elf's, and also different than a regular Night Elf. Awesome.
Talents and Abilities:
- Death Knights will use Runes and Runic Energy to wield their potent powers of Unholy, Death, and Frost.
- Runes will be akin to Energy used by Rogues and Feral Druids, while Runic Power will be built up by using these runes, in a manner similar to how Warriors and Feral Druids in Bear form build Rage.
- We also know that a Death Knights will apply Runes to their blades before going into battle, and can have 6 Runes "equipped." Individual runes themselves will have a 10-second cooldown, making Death Knight gameplay new and challenging.


Druids of all roles and specifications are, it seems, getting some love from Blizzard devs.
- Entangling Roots will be usable indoors, opening up a world of crowd control possibilities.
- Shaman changes are going to benefit druids, too. Windfury will now proc for Feral Druids in their animal forms. While not a huge deal, as Windfury tends to work better on weapons that are slower, it's still nice.
- Dire Cat Form! While information on this is, as of now, limited, it HAS been confirmed that Druids will get a Dire Cat Form. Woot, anyone?!

- More Pet Diversity! WotLK will see a paradigm shift from the old notion of pets. No longer will Cats, Ravagers, etc., be annoyingly ubiquitous. Blizzard has announced that pets, like their masters, will have mini-talent trees.
One for Tanking, one for DPS, and one as a Utility Tree. This, in theory, will enable Tank-type pets like Turtles and Bears and Boars be more effective with DPS, and make DPS-type pets be better for Tanking. It remains to be seen whether or not the Tank tree will make Hunter pets more viable as 5-man tanks, but it will allow DPS-focused Pets to be more effective at holding aggro and soaking up damage in solo situations.


Our dress-clad, stick-weilding friends haven't gone unnoticed by Blizzard devs, it would appear.
- It would also appear that Mages are going to reassume their role as huge, AE damage-dealers. Many mages have complained that, in the beginning, they were supposed to be the creme-de-la creme of AE damage, but quickly had that honour usurped by Warlocks, with Seed of Corruption.
- Frostfire Bolt. A bolt of elemental fury flies towards the crowd of ghouls, burning and chilling them on impact in a torrent of frost and flame. Wow.


- Plate-wearing, 2-handed weapon-weilding musclemen and women rejoice, because Retribution Paladins are getting some love. As many people are aware, Retribution Paladins are, at the moment, laughable DPS and nearly impossible to gear. This, supposedly, will change with the advent of the new expansion. Itemization is supposed to be improved for Retribution Paladins.
- Hand of Purity. This spell will work similarly to a Priest's Prayer of Mending spell. Anyone who knows anything about healing as a Holy Paladin will tell you this is a nice change, as Paladin healing is largely just spamming two buttons.


Holy, Discipline, Shadow, you name it, Clerical Heroes of every type are getting some love.
- Divine Hymn, a skill that gives everyone in the Priest's party a Buff that causes Attacks done to them to cause the attacker to be put in a 20 second sleep. The Divine Hymn buff has a duration of 10 seconds, and a 10 minute cooldown.
- It's starting to seem like everyone and their uncle is going to have more AE damage, and Face-melting Shadow Priests are no exception. Mind Sear is an explosion of Shadow Magic that stems from an enemy target, that causes Shadow Damage to all targets within 10 yards of the enemy being targeted by Mind Sear.
- Cooldowns have been reduced left and right! Lightwell's c/d is now 5 minutes, Pain Suppression has been reduced to 3 minutes, Power Infusion to 2.


- Sap has been improved. It now effects a large amount of monster-types, rather than just Humanoids. Beasts, Demons, and Dragonkin can look forward to having their skulls knocked around by our skulking friends in leather.
- Fan of Knives! If anyone has played Warcraft III: The Frozen Throne, they will likely remember this skill used by the Night Elf Warden hero. In WCIII:TFT, this skill was an AE attack that sent knives out from the caster, affecting all nearby enemies. I think we can expect a similar result from using this skill in WoW:WotLK.
- Poisons galore. The Assassination Tree has tons of new talents to augment the effects of poisons. Voila!:
* Master Poisoner: Reduces the chance your poisons will be resisted by 5/10% and reduces the duration of all Poison effects by an 25/50%.
* Deadened Nerves: Reduces all damage taken by 1/2/3/4/5% (instead of all physical damage).
* Fleet Footed: Reduces the duration of all movement impairing effects by 25/50% and increases your movement speed by 8/16%. This does not stack with other movement speed increasing effects.
* Vile Poisons: Increases the damage dealt by your poisons and Envenom ability by 7%/14%/20% and gives your poisons an additional 10%/20%/30% chance to resist dispel effects. * Improved Poisons: Increases the chance to apply poisons to your target by 5%/10%/15%/20%/25%. (Increased from 2% per rank)- Murder Spree. This skill is as violent and scary as it sounds. Basically, your rogue teleports around, attacking targets with both weapons. Effects up to 5 targets.


These folk are getting a TON of buffs. And Light knows, they need it.
- Hex. That's right, much like Fan of Knives, the Hex skill used by the Troll Shadow Hunter hero unit in WCIII:TFT has come to WoW. Well, to be fair, it had been in WoW before, as an NPC skill, but now it's come to player characters. Hex will function as an emergency CC, and be pretty potent in PvP.
- Earthliving Weapon. Restoration Shamans rejoice, you now have a Weapon skill to apply to your Shards of Virtue! Earthliving Weapon will increase bonus healing. In addition, Flametongue will increase spell damage. Earthliving Weapon replaces Rockbiter Weapon, though.
- Windfury Totem: The effect is no longer a weapon enchant. It now provides a buff giving the same effect, the end result being that it now stacks with poisions, sharpening stones and also, like I mentioned in the Druid section, works for druid feral forms.
- Many totem's effects are being combined (e.g. Grace of Air and Strength of Earth into a single totem).
- Totems will now effect all nearby raid members instead of being confined to party members.
- Heroism/Bloodlust will affect all raid members nearby in the same way as totem changes. 25 gigantic, epicced characters = Awesome.


- Metamorphosis! Zomg! Keeping with the theme of importing WCIII skills, Blizzard devs have enabled Warlocks to use the skill that WCIII Demon Hunters got a Level 6: Turning into a Demon themselves. This skill will dismiss the Warlock's pet, give the 'lock a slew of unique skills, will last for only a short time, and totally kick ass.
- Cripple: Cripples the target, reducing movement speed by 75%, silencing the target. Cripple causes the target to be immune to physical attacks, but still vulnerable to spells. Lasts 20 sec. Only 1 target can be crippled at a time. Insane PvP potency.
- Demonic Empowerment: Grants the Warlock's summoned demon Empowerment. (31 point)
* Succubus - Instantly vanishes, turning the Succubus invisible and restoring it's health to 100%. The vanish effect removes all stuns, snares and movement impairing effects from the Succubus.
* Voidwalker - Increases the Voidwalker's health by 20%, and it's threat generated from spells and attacks by 20%.
* Imp - Increases the Imp's damage by 20% and chance to critically hit with spells by 20%.
* Felguard - Increases the Felguard's attack speed by 20% and breaks all stun, snare and movement impairing effects and makes your Fel Guard immune to them.
*Felhunter - Resets all the Felhunter's cooldowns.
- Demonic Circle: Summon & Demonic Circle: Teleport. Uther's jock strap! This sounds awesome. Demonic Circle: Summon creates a Demonic Circle at your feet. Then, Demonic Circle: Teleport then teleports the Warlock back to the Demonic Circle he summoned. I can think of a million uses for this.


Honestly, Titan's Grip says enough for Warriors. I'm not even kidding. Basically, Warriors will be able to, with this talent, Dual-wield 2-handed Weapons. 'Nuff said.

Diablo III Announced at Blizzard's WWI!

Ok everyone, where to begin?

The amount of news that has been released at Blizzard's Worldwide Invitational is staggering! That being said, I will do my best to cover it as thoroughly as one amateur, World of Warcraft-focused blogger can.

Perhaps the most exciting news is unrelated to WoW: Diablo III has been announced! While it is in extremely EARLY stages of production, it is exciting to hear that Blizzard hasn't given up on the Diablo franchise. For those of you who don't know, Diablo is Blizzard's flagship horror-based, hack-'n'-slash RPG. In the previous games, players took the role as humans of varying classes, caught in the middle of a war between celestial, angelic hosts and hordes of monstrous, Hell-spawned demons.

As of now, quite a bit of information has been released regarding Diablo III. There is a 20-minute gameplay video, a thematic cinematic video, and, for the Diablo Lore-nerds, the Journals of Deckard Cain, last of the Horadrim, are available for perusing. Also, two classes have been announced. An old veteran in the wars between good and evil, the brutish Barbarian is ready to combat what ever evils we will face in D3. Along with him comes the announcement of the enigmatic new class, the Witch Doctor. As of now, all we know of the Witch Doctor is that he'll use spells and pets. He sounds to me like a cross between a WoW shaman and a Diablo II Necromancer or Druid, but we'll just have to see.

If you'd like to check out the Diablo III information yourself, check out the offical site.

Saturday, May 17, 2008

WoW Radio+WoW Insider= ?

WoW Radio: The best site for radio shows/podcasts on everything to do with WoW.

WoW Insider: Perhaps THE greatest WoW blog on the interwebz. Not counting, of course, the Night's Watch.

Together, they bring you... THE WOW INSIDER SHOW! Everyone should go listen at the WoW Radio site tomorrow at 3:30pm EST, or 4:30pm if you're in the AST zone like myself. Basically, it's an hour or more of sheer awesomeness, and it will keep you tied over until The Night's Watch's podcast is out and ready for your listening pleasure!

The Dreaded PuG!

Many people absolutely abhor pick-up-groups, or PuGs. I've met certain people that wouldn't even consider pugging an instance. Still more people get flamed when they try to PuG raids for places like Zul'Aman or Karazhan. We've all heard it.

"Only noobs pug Kara!"

"Lawl pug."

"Go get a guild nub."

The reality is though, pugs aren't all that bad. Seriously. I've pugged Kara quite a few times, and honestly, whether or not a raid group has the same clever name under their character's name is no factor in determining the said raid group's success. Just tonight in fact, Zoobster and I MTed and OTed Karazhan, respectfully, for badges and in hopes to get a Tier 4 helm for atleast one of us. (That goal wasn't achieved; we one-shotted Prince easily, but the damn Fallen Hero token dropped, not Champion for Zoobster or Defender for me.) As we were both recently unguilded, we figured, "Hey, let's PuG for the heck of it." We got in touch with 3 friends who were officers in a newer guild, helped them gear some of their DPS, got ourselves some coin from sharded epics that no one needed, and forged some new friendships on our server with a budding guild. The best reward of all was Zoobster getting another set of Tier 4 gloves for a Retribution spec set, and a Decapitator for soloing dailies. Lawl.

I actually recieved my Tier 4 gloves while in a PuG, done plenty of successful Badge runs, and so on. PuGs, like King Kong, are simply misunderstood. The only flaw with PuGs is that they sometimes lack the organization guild raid groups have. I don't feel that this lack of organization is an inherent flaw of the PuG; in fact, so long as a couple people take charge (politely, of course), a PuG can feel just like a guild run, save the commitments. In fact, that's exactly what Zoobster and the mage from the other guild did (sorry I can't remember your name dude >.<). Together, they marked, dealt with loot, and other such duties usually done by guild officers, raid leaders and assists. Now, I'm not bashing on guilds or anything, I'm simply stating that a PuG doesn't HAVE to be complete phail.

What are your thoughts on PuGs? Anyone else have any positive PuG experiences, like I'm lucky to have had?

Thursday, May 15, 2008

Moar Lore! #1: Teron Gorefiend

Welcome to Moar Lore!, the first regular column of the Night's Watch!

In the spirit of WoW Insider's Know Your Lore column, and Illidarian of Epic Dolls' Lore segment, we at the Night's Watch have decided to do our own lore segment. A shameless rip-off? Maybe.

Haha, actually, the lore of WoW is perhaps my favourite aspect of the game. I've read all the novels, completed every Warcraft campaign, and even taken a gander at some of the RPG books. The only aspect of WoW lore I haven't completely immersed myself in is the graphic novel. Not to sound like an elitist, but I know my lore. So, while this may seem like a bootlegged version of the wonderfully entertaining lore resources listed above, it's kind of not because, for me, WoW without lore just ain't WoW.

Our subject for the premier installment of Moar Lore! is, in honor of Wrath of the Lich King and the news announced regarding it, is none other than the Warcraft universe's first Death Knight, Teron Gorefiend.

Before his death, or un-death as it may be, Teron Gorefiend was one of Gul'dan's acolytes, the first orc warlocks. A member of the Shadow Council, Gul'dan's underground gang of Shadow magic-casting baddies, who ruled the First Horde from behind the scenes, Teron Gorefiend was notoriously vicious. Like his mentor, Gul'dan, Gorefiend was a member of the Shadowmoon Clan, a distinction that was soon meaningless when the orcs were amalgamated into one mighty Horde.

In the Horde attacks on the Temple of Karabor, now called the Black Temple, Gorefiend rounded up captive draenei and slaughtered them mercilessly, and dishonourbly, outside of combat. Hey, don't be so surprised, the dude's name is "Gorefiend," of course he's nasty.

As a member of the Shadow Council, Gorefiend was instrumental in such events like the orchestrated assassination of King Llane Wrynn, the king of Stormwind at the time.

Soon, though, the Shadow Council collapsed, and Gorefiend went with it. Gul'dan was thrust into a comatose state after trying to pry into Medivh's mind. The noble orc, Orgrim Doomhammer, who gives his name to Orgrimmar, slaughtered the Shadow Council's puppet Warchief, Blackhand, and eventually, the majority of the Shadow Council itself.

Gul'dan soon awoke from his coma, to find his precious Council, Gorefiend included, destroyed. Always the cowardly syncophant, Gul'dan grovelled for his life, begging Doomhammer to spare him, and offering him powerful Shadow Magic with which Doomhammer could destroy the Alliance. Reluctantly, Doomhammer agreed.

To appease Doomhammer, Gul'dan used his talents to place the souls of dead orc warlocks into the bodies of fallen human knights. Now, Gorefiend's soul stone might have been on c/d, but he soon got a rez, in the form of the first reanimated knight, or, as we now know them, Death Knights. As the first, Gorefiend was in command of the other Death Knight's that were spawned. These new, fierce warriors were a force to be reckoned with on the battlefield, bringing the Horde many victories.

At the outbreak of the Second War, the Death Knights were still kickin'. However, due to factors like poor leadership, the Horde got trounced, and, figurative tails between their legs, the majority of the Death Knights summarily bubble-hearthed back to Shadowmoon Valley.

Following the Second War, the Gorefiend and his Knights were given a new task. Ner'zhul, desperate to create more portals into Azeroth, asked Teron Gorefiend to lead Death Knight 25-mans into Azeroth to collect a bevy of artifacts with which to open more portals.

One such item was the Eye of Dalaran, a magical device used by the mages of Dalaran to focus their magics and defend their kingdom. Teron and his Death Knights attempted to capture the Eye, but failed. Desperate, Ner'zhul opened the portal anyway. Without the stabilization of the Eye of Dalaran, the portal ripped Draenor to shreds, turning the once beautiful orc homeworld into what is now the Outlands.

Now, no one knows what became of Gorefiend between the Second War and the Burning Crusade, except for that he died again. Gorefiend needs to learn to watch his aggro. At any rate, in the Burning Crusade, players hear about Gorefiend once more. Apparently, there are whispers in the Shadowmoon Valley's that his spirit still exists, haunting the valley. The Alliance and Horde both send, us, the adventurers, to investigate. Once spirit informs the adventurer that Gorefiend killed his Death Knights and himself, out of shame. The spirit also asks you to go collect three relics of the late Death Knight; his armor, his truncheon, and his cloak. Upon gathering these items, the spirit goes, "LOL!" and reveals itself as Gorefiend. Gorefiend equips his three epix and then possesses your character. Sweet? I know!

Any way, once Gorefiend "possesses" your character (*cough* gives you a pet bar), his jailor, the Draenei Vindicator Karsius the Ancient Watcher spawns, and epicness ensues. You and Gorefiend summarily wtfpwn Karsius, and Gorefiend, like a guild vault ninja on acid, rides off into the sunset, giggling about what a noob you are.

Down-trodden and humiliated, you return to your Shadowmoon Valley quest hub, be it Shadowmoon Village or Wildhammer Stronghold, and get told off by the quest-givers for your stupidity. They then give you a quest to kill Teron Gorefiend, which is easily done if you're in a Black Temple raiding guild. That's right, Gorefiend, in the final chapter of his life, joins Illidan and awaits in the Black Temple, his bag of epics in hand, for the noobs who released him to show up for one more showdown...

Mother's Day Barrens Bonanza!

Mother's Day in Durotan

Hey everyone! Long time, no post. Real sorry about that, we'll be working more dilligently in the future to post more frequently than we have been.

There is a LOAD of Wrath of the Lich King news out now. Blizzard really let everything all hang out the past few days, and the Night's Watch is your place to learn it all, concise and and ready for readin'.

But that's not what I'm here to post about this morning. This is just a silly little topic I thought I'd bring up. Over the weekend, I had an opportunity to celebrate Mother's Day in style, with the guild It Came From the Blog, a project of the renown blog (and inspiration to The Night's Watch) WoW Insider.

Essentially, what everyone did was create a female orc at level one, with a name with some variation of "mother" in it. I was Yermum, the fearsome, level 1 Orc Warlock. We had a marvelous mommy parade from The Valley of Trials all the way to the place where mothers are mentioned most: The Barrens. Once at the Crossroads, we told hilarious (yet PG and polite) "Your mother" jokes, line-danced in the streets, had our photos snapped by Mutti, WoW Insider blogger Robin Torres' orc shaman ("mutti" being the Polish word for mother.) Finally, we ended the day with a spontaneous, eerie maternal death cult, by running into a pond as a train, where we then summarily drowned. =\ Not sure why we did that last bit, but it was definately an all around good time.

If you'd like to get involved with events like this, head on over to the Zangarmarsh US server (Horde side) and /who "It Came From the Blog." You do not need to completely reroll on the server, instead the guild is more for silly events like this one. Another way to get in contact with ICFTB is to search WoW Insider for the posts about the guild and its antics. And, as always, while you're at WoW Insider, be sure to read some of the articles =]
/pimp WoW Insider.

Like I said though, all in all a good way to spend Mother's Day in Azeroth.

Keep checking in to The Night's Watch regularly for all things World of Warcraft, and expect the premiere episode of the podcast soon, as well as some WotLK news and updates, soaked up from other blogs and regurgitated onto this one by yours truly.